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Drop your weapons situation
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<blockquote data-quote="Rhenny" data-source="post: 7309779" data-attributes="member: 18333"><p>The way a DM describes a situation along with past experience of near deadly encounters (or deadly encounters) sets the tone of the game. This, in turn, influences how players approach encounters in future sessions. </p><p></p><p>If a DM uses near deadly encounters and even lets PCs get into situations that overwhelm them, players learn that sneaking, bargaining, running, surrendering, etc. may be better options than fighting in some situations. If players know that foes will focus fire and attack to kill, they become more cautious. If the DM establishes this tone, then 10 archers aiming at one pc will frighten the party, making it more likely that the party will surrender or negotiate if possible. </p><p></p><p>Interestingly, many people criticized some of the early encounters in The Lost Mines of Phandelver because they might be too deadly for fledgling characters (the goblin ambush for example). But, it is this type of deadly or near deadly experience that is essential for encouraging a more cautious style of play where players have their PCs think more about other options rather than just fighting in each and every encounter. </p><p></p><p>Another way to make players/PCs more cautious is for the DM to use more variety and take advantage of how players fear the unknown. If they find some encounters that are easy and some that are really hard and they can't determine a pattern or predict when encounters are going to be easy or difficult, they tend to play more cautiously. Fear is a powerful motivator. In a game like this, sometimes the more ambiguous the encounter (not letting the PCs know if it is easy or difficult) will make for more cautious play. </p><p></p><p>Overall, the DM can establish expectations and change the way players/PCs interpret encounters if that's what the DM wants.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 7309779, member: 18333"] The way a DM describes a situation along with past experience of near deadly encounters (or deadly encounters) sets the tone of the game. This, in turn, influences how players approach encounters in future sessions. If a DM uses near deadly encounters and even lets PCs get into situations that overwhelm them, players learn that sneaking, bargaining, running, surrendering, etc. may be better options than fighting in some situations. If players know that foes will focus fire and attack to kill, they become more cautious. If the DM establishes this tone, then 10 archers aiming at one pc will frighten the party, making it more likely that the party will surrender or negotiate if possible. Interestingly, many people criticized some of the early encounters in The Lost Mines of Phandelver because they might be too deadly for fledgling characters (the goblin ambush for example). But, it is this type of deadly or near deadly experience that is essential for encouraging a more cautious style of play where players have their PCs think more about other options rather than just fighting in each and every encounter. Another way to make players/PCs more cautious is for the DM to use more variety and take advantage of how players fear the unknown. If they find some encounters that are easy and some that are really hard and they can't determine a pattern or predict when encounters are going to be easy or difficult, they tend to play more cautiously. Fear is a powerful motivator. In a game like this, sometimes the more ambiguous the encounter (not letting the PCs know if it is easy or difficult) will make for more cautious play. Overall, the DM can establish expectations and change the way players/PCs interpret encounters if that's what the DM wants. [/QUOTE]
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